Fixup things for dm-langserver

This commit is contained in:
Chompstation Bot
2021-04-07 16:02:12 +00:00
parent 1b9c7ace1a
commit b7603497ce
7 changed files with 570 additions and 62 deletions

View File

@@ -1,3 +1,4 @@
<<<<<<< HEAD
//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on //max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on
#define CHANNEL_LOBBYMUSIC 1024 #define CHANNEL_LOBBYMUSIC 1024
#define CHANNEL_ADMIN 1023 #define CHANNEL_ADMIN 1023
@@ -234,3 +235,452 @@
'sound/ambience/atmospherics/atmospherics1.ogg'\ 'sound/ambience/atmospherics/atmospherics1.ogg'\
) )
||||||| parent of a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on
#define CHANNEL_LOBBYMUSIC 1024
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats
#define CHANNEL_AMBIENCE_FORCED 1019
#define CHANNEL_AMBIENCE 1018
#define CHANNEL_BUZZ 1017
#define CHANNEL_BICYCLE 1016
#define CHANNEL_PREYLOOP 1015 //VORESTATION ADD - Fancy Sound Loop channel
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
#define CHANNEL_HIGHEST_AVAILABLE 1014 //VORESTATION EDIT - Fancy Sound Loop channel from 1015
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 0.5
//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
#define GENERIC 0
#define PADDED_CELL 1
#define ROOM 2
#define BATHROOM 3
#define LIVINGROOM 4
#define STONEROOM 5
#define AUDITORIUM 6
#define CONCERT_HALL 7
#define CAVE 8
#define ARENA 9
#define HANGAR 10
#define CARPETED_HALLWAY 11
#define HALLWAY 12
#define STONE_CORRIDOR 13
#define ALLEY 14
#define FOREST 15
#define CITY 16
#define MOUNTAINS 17
#define QUARRY 18
#define PLAIN 19
#define PARKING_LOT 20
#define SEWER_PIPE 21
#define UNDERWATER 22
#define DRUGGED 23
#define DIZZY 24
#define PSYCHOTIC 25
#define STANDARD_STATION STONEROOM
#define LARGE_ENCLOSED HANGAR
#define SMALL_ENCLOSED BATHROOM
#define TUNNEL_ENCLOSED CAVE
#define LARGE_SOFTFLOOR CARPETED_HALLWAY
#define MEDIUM_SOFTFLOOR LIVINGROOM
#define SMALL_SOFTFLOOR ROOM
#define ASTEROID CAVE
#define SPACE UNDERWATER
// Ambience presets.
// All you need to do to make an area play one of these is set their ambience var to one of these lists.
// You can even combine them by adding them together, since they're just lists, however you'd have to do that in initialization.
// For weird alien places like the crashed UFO.
#define AMBIENCE_OTHERWORLDLY list(\
'sound/ambience/otherworldly/otherworldly1.ogg',\
'sound/ambience/otherworldly/otherworldly2.ogg',\
'sound/ambience/otherworldly/otherworldly3.ogg'\
)
// Restricted, military, or mercenary aligned locations like the armory, the merc ship/base, BSD, etc.
#define AMBIENCE_HIGHSEC list(\
'sound/ambience/highsec/highsec1.ogg',\
'sound/ambience/highsec/highsec2.ogg',\
'sound/ambience/highsec/highsec3.ogg',\
'sound/ambience/highsec/highsec4.ogg'\
)
// Ruined structures found on the surface or in the caves.
#define AMBIENCE_RUINS list(\
'sound/ambience/ruins/ruins1.ogg',\
'sound/ambience/ruins/ruins2.ogg',\
'sound/ambience/ruins/ruins3.ogg',\
'sound/ambience/ruins/ruins4.ogg',\
'sound/ambience/ruins/ruins5.ogg',\
'sound/ambience/ruins/ruins6.ogg'\
)
// Similar to the above, but for more technology/signaling based ruins.
#define AMBIENCE_TECH_RUINS list(\
'sound/ambience/tech_ruins/tech_ruins1.ogg',\
'sound/ambience/tech_ruins/tech_ruins2.ogg',\
'sound/ambience/tech_ruins/tech_ruins3.ogg'\
)
// The actual chapel room, and maybe some other places of worship.
#define AMBIENCE_CHAPEL list(\
'sound/ambience/chapel/chapel1.ogg',\
'sound/ambience/chapel/chapel2.ogg',\
'sound/ambience/chapel/chapel3.ogg',\
'sound/ambience/chapel/chapel4.ogg'\
)
// For peaceful, serene areas, distinct from the Chapel.
#define AMBIENCE_HOLY list(\
'sound/ambience/holy/holy1.ogg',\
'sound/ambience/holy/holy2.ogg'\
)
// Generic sounds for less special rooms.
#define AMBIENCE_GENERIC list(\
'sound/ambience/generic/generic1.ogg',\
'sound/ambience/generic/generic2.ogg',\
'sound/ambience/generic/generic3.ogg'\
)
// 'sound/ambience/generic/generic4.ogg'\
// Sounds of PA announcements, presumably involving shuttles?
#define AMBIENCE_ARRIVALS list(\
'sound/ambience/arrivals/arrivals1.ogg',\
'sound/ambience/arrivals/arrivals2.ogg',\
'sound/ambience/arrivals/arrivals3.ogg',\
'sound/ambience/arrivals/arrivals4.ogg',\
'sound/ambience/arrivals/arrivals5.ogg',\
'sound/ambience/arrivals/arrivals6.ogg',\
'sound/ambience/arrivals/arrivals7.ogg'\
)
// Sounds suitable for being inside dark, tight corridors in the underbelly of the station.
#define AMBIENCE_MAINTENANCE list(\
'sound/ambience/maintenance/maintenance1.ogg',\
'sound/ambience/maintenance/maintenance2.ogg',\
'sound/ambience/maintenance/maintenance3.ogg',\
'sound/ambience/maintenance/maintenance4.ogg',\
'sound/ambience/maintenance/maintenance5.ogg',\
'sound/ambience/maintenance/maintenance6.ogg',\
'sound/ambience/maintenance/maintenance7.ogg',\
'sound/ambience/maintenance/maintenance8.ogg',\
'sound/ambience/maintenance/maintenance9.ogg'\
)
// Life support machinery at work, keeping everyone breathing.
#define AMBIENCE_ENGINEERING list(\
'sound/ambience/engineering/engineering1.ogg',\
'sound/ambience/engineering/engineering2.ogg',\
'sound/ambience/engineering/engineering3.ogg'\
)
// Creepy AI/borg stuff.
#define AMBIENCE_AI list(\
'sound/ambience/ai/ai1.ogg',\
'sound/ambience/ai/ai2.ogg',\
'sound/ambience/ai/ai3.ogg'\
)
// Peaceful sounds when floating in the void.
#define AMBIENCE_SPACE list(\
'sound/ambience/space/space_serithi.ogg',\
'sound/ambience/space/space1.ogg'\
)
// Vaguely spooky sounds when around dead things.
#define AMBIENCE_GHOSTLY list(\
'sound/ambience/ghostly/ghostly1.ogg',\
'sound/ambience/ghostly/ghostly2.ogg'\
)
// Concerning sounds, for when one discovers something horrible happened in a PoI.
#define AMBIENCE_FOREBODING list(\
'sound/ambience/foreboding/foreboding1.ogg',\
'sound/ambience/foreboding/foreboding2.ogg',\
'sound/ambience/foreboding/foreboding3.ogg',\
'sound/ambience/foreboding/foreboding4.ogg',\
'sound/ambience/foreboding/foreboding5.ogg',\
'sound/ambience/foreboding/foreboding6.ogg'\
)
// Ambience heard when aboveground on Sif and not in a Point of Interest.
#define AMBIENCE_SIF list(\
'sound/ambience/sif/sif1.ogg'\
)
// If we ever add geothermal PoIs or other places that are really hot, this will do.
#define AMBIENCE_LAVA list(\
'sound/ambience/lava/lava1.ogg'\
)
// Cult-y ambience, for some PoIs, and maybe when the cultists darken the world with the ritual.
#define AMBIENCE_UNHOLY list(\
'sound/ambience/unholy/unholy1.ogg'\
)
// For the memes.
#define AMBIENCE_AESTHETIC list(\
'sound/ambience/vaporwave.ogg'\
)
#define AMBIENCE_OUTPOST list(\
'sound/ambience/expoutpost/expoutpost1.ogg',\
'sound/ambience/expoutpost/expoutpost2.ogg',\
'sound/ambience/expoutpost/expoutpost3.ogg',\
'sound/ambience/expoutpost/expoutpost4.ogg'\
)
#define AMBIENCE_SUBSTATION list(\
'sound/ambience/substation/substation1.ogg',\
'sound/ambience/substation/substation2.ogg'\
)
#define AMBIENCE_HANGAR list(\
'sound/ambience/hangar/hangar1.ogg',\
'sound/ambience/hangar/hangar2.ogg',\
'sound/ambience/hangar/hangar3.ogg',\
'sound/ambience/hangar/hangar4.ogg',\
'sound/ambience/hangar/hangar5.ogg',\
'sound/ambience/hangar/hangar6.ogg'\
)
#define AMBIENCE_ATMOS list(\
'sound/ambience/engineering/engineering1.ogg',\
'sound/ambience/engineering/engineering2.ogg',\
'sound/ambience/engineering/engineering3.ogg',\
'sound/ambience/atmospherics/atmospherics1.ogg'\
)
=======
//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on
#define CHANNEL_LOBBYMUSIC 1024
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats
#define CHANNEL_AMBIENCE_FORCED 1019
#define CHANNEL_AMBIENCE 1018
#define CHANNEL_BUZZ 1017
#define CHANNEL_BICYCLE 1016
#define CHANNEL_PREYLOOP 1015 //VORESTATION ADD - Fancy Sound Loop channel
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
#define CHANNEL_HIGHEST_AVAILABLE 1014 //VORESTATION EDIT - Fancy Sound Loop channel from 1015
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 0.5
//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
#define GENERIC 0
#define PADDED_CELL 1
#define ROOM 2
#define BATHROOM 3
#define LIVINGROOM 4
#define STONEROOM 5
#define AUDITORIUM 6
#define CONCERT_HALL 7
#define CAVE 8
#define ARENA 9
#define HANGAR 10
#define CARPETED_HALLWAY 11
#define HALLWAY 12
#define STONE_CORRIDOR 13
#define ALLEY 14
#define FOREST 15
#define CITY 16
#define MOUNTAINS 17
#define QUARRY 18
#define PLAIN 19
#define PARKING_LOT 20
#define SEWER_PIPE 21
#define UNDERWATER 22
#define DRUGGED 23
#define DIZZY 24
#define PSYCHOTIC 25
#define STANDARD_STATION STONEROOM
#define LARGE_ENCLOSED HANGAR
#define SMALL_ENCLOSED BATHROOM
#define TUNNEL_ENCLOSED CAVE
#define LARGE_SOFTFLOOR CARPETED_HALLWAY
#define MEDIUM_SOFTFLOOR LIVINGROOM
#define SMALL_SOFTFLOOR ROOM
#define ASTEROID CAVE
#define SPACE UNDERWATER
// Ambience presets.
// All you need to do to make an area play one of these is set their ambience var to one of these lists.
// You can even combine them by adding them together, since they're just lists, however you'd have to do that in initialization.
// For weird alien places like the crashed UFO.
#define AMBIENCE_OTHERWORLDLY list(\
'sound/ambience/otherworldly/otherworldly1.ogg',\
'sound/ambience/otherworldly/otherworldly2.ogg',\
'sound/ambience/otherworldly/otherworldly3.ogg'\
)
// Restricted, military, or mercenary aligned locations like the armory, the merc ship/base, BSD, etc.
#define AMBIENCE_HIGHSEC list(\
'sound/ambience/highsec/highsec1.ogg',\
'sound/ambience/highsec/highsec2.ogg',\
'sound/ambience/highsec/highsec3.ogg',\
'sound/ambience/highsec/highsec4.ogg'\
)
// Ruined structures found on the surface or in the caves.
#define AMBIENCE_RUINS list(\
'sound/ambience/ruins/ruins1.ogg',\
'sound/ambience/ruins/ruins2.ogg',\
'sound/ambience/ruins/ruins3.ogg',\
'sound/ambience/ruins/ruins4.ogg',\
'sound/ambience/ruins/ruins5.ogg',\
'sound/ambience/ruins/ruins6.ogg'\
)
// Similar to the above, but for more technology/signaling based ruins.
#define AMBIENCE_TECH_RUINS list(\
'sound/ambience/tech_ruins/tech_ruins1.ogg',\
'sound/ambience/tech_ruins/tech_ruins2.ogg',\
'sound/ambience/tech_ruins/tech_ruins3.ogg'\
)
// The actual chapel room, and maybe some other places of worship.
#define AMBIENCE_CHAPEL list(\
'sound/ambience/chapel/chapel1.ogg',\
'sound/ambience/chapel/chapel2.ogg',\
'sound/ambience/chapel/chapel3.ogg',\
'sound/ambience/chapel/chapel4.ogg'\
)
// For peaceful, serene areas, distinct from the Chapel.
#define AMBIENCE_HOLY list(\
'sound/ambience/holy/holy1.ogg',\
'sound/ambience/holy/holy2.ogg'\
)
// Generic sounds for less special rooms.
#define AMBIENCE_GENERIC list(\
'sound/ambience/generic/generic1.ogg',\
'sound/ambience/generic/generic2.ogg',\
'sound/ambience/generic/generic3.ogg'\
)
// 'sound/ambience/generic/generic4.ogg'
// Sounds of PA announcements, presumably involving shuttles?
#define AMBIENCE_ARRIVALS list(\
'sound/ambience/arrivals/arrivals1.ogg',\
'sound/ambience/arrivals/arrivals2.ogg',\
'sound/ambience/arrivals/arrivals3.ogg',\
'sound/ambience/arrivals/arrivals4.ogg',\
'sound/ambience/arrivals/arrivals5.ogg',\
'sound/ambience/arrivals/arrivals6.ogg',\
'sound/ambience/arrivals/arrivals7.ogg'\
)
// Sounds suitable for being inside dark, tight corridors in the underbelly of the station.
#define AMBIENCE_MAINTENANCE list(\
'sound/ambience/maintenance/maintenance1.ogg',\
'sound/ambience/maintenance/maintenance2.ogg',\
'sound/ambience/maintenance/maintenance3.ogg',\
'sound/ambience/maintenance/maintenance4.ogg',\
'sound/ambience/maintenance/maintenance5.ogg',\
'sound/ambience/maintenance/maintenance6.ogg',\
'sound/ambience/maintenance/maintenance7.ogg',\
'sound/ambience/maintenance/maintenance8.ogg',\
'sound/ambience/maintenance/maintenance9.ogg'\
)
// Life support machinery at work, keeping everyone breathing.
#define AMBIENCE_ENGINEERING list(\
'sound/ambience/engineering/engineering1.ogg',\
'sound/ambience/engineering/engineering2.ogg',\
'sound/ambience/engineering/engineering3.ogg'\
)
// Creepy AI/borg stuff.
#define AMBIENCE_AI list(\
'sound/ambience/ai/ai1.ogg',\
'sound/ambience/ai/ai2.ogg',\
'sound/ambience/ai/ai3.ogg'\
)
// Peaceful sounds when floating in the void.
#define AMBIENCE_SPACE list(\
'sound/ambience/space/space_serithi.ogg',\
'sound/ambience/space/space1.ogg'\
)
// Vaguely spooky sounds when around dead things.
#define AMBIENCE_GHOSTLY list(\
'sound/ambience/ghostly/ghostly1.ogg',\
'sound/ambience/ghostly/ghostly2.ogg'\
)
// Concerning sounds, for when one discovers something horrible happened in a PoI.
#define AMBIENCE_FOREBODING list(\
'sound/ambience/foreboding/foreboding1.ogg',\
'sound/ambience/foreboding/foreboding2.ogg',\
'sound/ambience/foreboding/foreboding3.ogg',\
'sound/ambience/foreboding/foreboding4.ogg',\
'sound/ambience/foreboding/foreboding5.ogg',\
'sound/ambience/foreboding/foreboding6.ogg'\
)
// Ambience heard when aboveground on Sif and not in a Point of Interest.
#define AMBIENCE_SIF list(\
'sound/ambience/sif/sif1.ogg'\
)
// If we ever add geothermal PoIs or other places that are really hot, this will do.
#define AMBIENCE_LAVA list(\
'sound/ambience/lava/lava1.ogg'\
)
// Cult-y ambience, for some PoIs, and maybe when the cultists darken the world with the ritual.
#define AMBIENCE_UNHOLY list(\
'sound/ambience/unholy/unholy1.ogg'\
)
// For the memes.
#define AMBIENCE_AESTHETIC list(\
'sound/ambience/vaporwave.ogg'\
)
#define AMBIENCE_OUTPOST list(\
'sound/ambience/expoutpost/expoutpost1.ogg',\
'sound/ambience/expoutpost/expoutpost2.ogg',\
'sound/ambience/expoutpost/expoutpost3.ogg',\
'sound/ambience/expoutpost/expoutpost4.ogg'\
)
#define AMBIENCE_SUBSTATION list(\
'sound/ambience/substation/substation1.ogg',\
'sound/ambience/substation/substation2.ogg'\
)
#define AMBIENCE_HANGAR list(\
'sound/ambience/hangar/hangar1.ogg',\
'sound/ambience/hangar/hangar2.ogg',\
'sound/ambience/hangar/hangar3.ogg',\
'sound/ambience/hangar/hangar4.ogg',\
'sound/ambience/hangar/hangar5.ogg',\
'sound/ambience/hangar/hangar6.ogg'\
)
#define AMBIENCE_ATMOS list(\
'sound/ambience/engineering/engineering1.ogg',\
'sound/ambience/engineering/engineering2.ogg',\
'sound/ambience/engineering/engineering3.ogg',\
'sound/ambience/atmospherics/atmospherics1.ogg'\
)
>>>>>>> a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver

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@@ -126,9 +126,19 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t
if(8) //Aug if(8) //Aug
switch(DD) switch(DD)
<<<<<<< HEAD
/* if(10) /* if(10)
Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer, Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer,
on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common." */ on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common." */
||||||| parent of a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
// if(10)
// Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer, \
// on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common."
=======
// if(10)
// Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer,
// on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common."
>>>>>>> a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
//VOREStation Add - Of course we need this. //VOREStation Add - Of course we need this.
if(8) if(8)
Holiday["Vore Day"] = "A holiday representing the innate desire in all/most/some/a few of us to devour each other or be devoured. \ Holiday["Vore Day"] = "A holiday representing the innate desire in all/most/some/a few of us to devour each other or be devoured. \
@@ -167,8 +177,16 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t
Holiday["Kindness Day"] = "Kindness Day is an unofficial holiday to highlight good deeds in the \ Holiday["Kindness Day"] = "Kindness Day is an unofficial holiday to highlight good deeds in the \
community, focusing on the positive power and the common thread of kindness which binds humanity and \ community, focusing on the positive power and the common thread of kindness which binds humanity and \
friends together." friends together."
<<<<<<< HEAD
/* if(28) //Space thanksgiving. /* if(28) //Space thanksgiving.
Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \ Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \
||||||| parent of a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
// if(28) //Space thanksgiving.
// Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \
=======
if(28) //Space thanksgiving.
Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \
>>>>>>> a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
traditions that its predecessor did, such as having a large feast (turkey often included), gathering with family, and being thankful \ traditions that its predecessor did, such as having a large feast (turkey often included), gathering with family, and being thankful \
for what one has in life." */ for what one has in life." */
if(28 > DD > 20) if(28 > DD > 20)

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@@ -30,8 +30,16 @@
"wizard's cloak" = "wizard_cloak" "wizard's cloak" = "wizard_cloak"
) )
<<<<<<< HEAD
/* Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than /* Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than
mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario. */ mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario. */
||||||| parent of a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
// Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than \
// mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario.
=======
// Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than
// mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario.
>>>>>>> a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list(). var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list().
var/list/wards_in_use = list() // Wards don't count against the cap for other summons. var/list/wards_in_use = list() // Wards don't count against the cap for other summons.
var/max_summons = 10 // Maximum allowed summoned entities. Some cores will have different caps. var/max_summons = 10 // Maximum allowed summoned entities. Some cores will have different caps.

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@@ -27,7 +27,7 @@
var/datum/looping_sound/microwave/soundloop var/datum/looping_sound/microwave/soundloop
// see code/modules/food/recipes_microwave.dm for recipes //see code/modules/food/recipes_microwave.dm for recipes
/******************* /*******************
* Initialising * Initialising
@@ -283,68 +283,69 @@
if("dispose") if("dispose")
dispose() dispose()
return TRUE return TRUE
/*
// /obj/machinery/microwave/interact(mob/user as mob) // The microwave Menu /obj/machinery/microwave/interact(mob/user as mob) // The microwave Menu
// var/dat = "" var/dat = ""
// if(src.broken > 0) if(src.broken > 0)
// dat = {"<TT>Bzzzzttttt</TT>"} dat = {"<TT>Bzzzzttttt</TT>"}
// else if(src.operating) else if(src.operating)
// dat = {"<TT>Microwaving in progress!<BR>Please wait...!</TT>"} dat = {"<TT>Microwaving in progress!<BR>Please wait...!</TT>"}
// else if(src.dirty==100) else if(src.dirty==100)
// dat = {"<TT>This microwave is dirty!<BR>Please clean it before use!</TT>"} dat = {"<TT>This microwave is dirty!<BR>Please clean it before use!</TT>"}
// else else
// var/list/items_counts = new var/list/items_counts = new
// var/list/items_measures = new var/list/items_measures = new
// var/list/items_measures_p = new var/list/items_measures_p = new
// for (var/obj/O in ((contents - component_parts) - circuit)) for (var/obj/O in ((contents - component_parts) - circuit))
// var/display_name = O.name var/display_name = O.name
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/egg)) if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/egg))
// items_measures[display_name] = "egg" items_measures[display_name] = "egg"
// items_measures_p[display_name] = "eggs" items_measures_p[display_name] = "eggs"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/tofu)) if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/tofu))
// items_measures[display_name] = "tofu chunk" items_measures[display_name] = "tofu chunk"
// items_measures_p[display_name] = "tofu chunks" items_measures_p[display_name] = "tofu chunks"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/meat)) //any meat if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/meat)) //any meat
// items_measures[display_name] = "slab of meat" items_measures[display_name] = "slab of meat"
// items_measures_p[display_name] = "slabs of meat" items_measures_p[display_name] = "slabs of meat"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/donkpocket)) if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/donkpocket))
// display_name = "Turnovers" display_name = "Turnovers"
// items_measures[display_name] = "turnover" items_measures[display_name] = "turnover"
// items_measures_p[display_name] = "turnovers" items_measures_p[display_name] = "turnovers"
// if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/carpmeat)) if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/carpmeat))
// items_measures[display_name] = "fillet of meat" items_measures[display_name] = "fillet of meat"
// items_measures_p[display_name] = "fillets of meat" items_measures_p[display_name] = "fillets of meat"
// items_counts[display_name]++ items_counts[display_name]++
// for (var/O in items_counts) for (var/O in items_counts)
// var/N = items_counts[O] var/N = items_counts[O]
// if (!(O in items_measures)) if (!(O in items_measures))
// dat += {"<B>[capitalize(O)]:</B> [N] [lowertext(O)]\s<BR>"} dat += {"<B>[capitalize(O)]:</B> [N] [lowertext(O)]\s<BR>"}
// else else
// if (N==1) if (N==1)
// dat += {"<B>[capitalize(O)]:</B> [N] [items_measures[O]]<BR>"} dat += {"<B>[capitalize(O)]:</B> [N] [items_measures[O]]<BR>"}
// else else
// dat += {"<B>[capitalize(O)]:</B> [N] [items_measures_p[O]]<BR>"} dat += {"<B>[capitalize(O)]:</B> [N] [items_measures_p[O]]<BR>"}
// for (var/datum/reagent/R in reagents.reagent_list) for (var/datum/reagent/R in reagents.reagent_list)
// var/display_name = R.name var/display_name = R.name
// if (R.id == "capsaicin") if (R.id == "capsaicin")
// display_name = "Hotsauce" display_name = "Hotsauce"
// if (R.id == "frostoil") if (R.id == "frostoil")
// display_name = "Coldsauce" display_name = "Coldsauce"
// dat += {"<B>[display_name]:</B> [R.volume] unit\s<BR>"} dat += {"<B>[display_name]:</B> [R.volume] unit\s<BR>"}
// if (items_counts.len==0 && reagents.reagent_list.len==0) if (items_counts.len==0 && reagents.reagent_list.len==0)
// dat = {"<B>The microwave is empty</B><BR>"} dat = {"<B>The microwave is empty</B><BR>"}
// else else
// dat = {"<b>Ingredients:</b><br>[dat]"} dat = {"<b>Ingredients:</b><br>[dat]"}
// dat += {"<HR><BR>\ dat += {"<HR><BR>\
// <A href='?src=\ref[src];action=cook'>Turn on!<BR>\ <A href='?src=\ref[src];action=cook'>Turn on!<BR>\
// <A href='?src=\ref[src];action=dispose'>Eject ingredients!<BR>\ <A href='?src=\ref[src];action=dispose'>Eject ingredients!<BR>\
// "} "}
// user << browse("<HEAD><TITLE>Microwave Controls</TITLE></HEAD><TT>[dat]</TT>", "window=microwave") user << browse("<HEAD><TITLE>Microwave Controls</TITLE></HEAD><TT>[dat]</TT>", "window=microwave")
// onclose(user, "microwave") onclose(user, "microwave")
// return return
*/
/*********************************** /***********************************
* Microwave Menu Handling/Cooking * Microwave Menu Handling/Cooking

View File

@@ -189,7 +189,7 @@
if(istype(back, /obj/item/weapon/tank/jetpack)) if(istype(back, /obj/item/weapon/tank/jetpack))
return back return back
else if(istype(rig)) else if(istype(rig))
for(var/obj/item/rig_module/maneuvering_jets.module in rig.installed_modules) for(var/obj/item/rig_module/maneuvering_jets/module in rig.installed_modules)
return module.jets return module.jets
/mob/living/carbon/human/Process_Spacemove(var/check_drift = 0) /mob/living/carbon/human/Process_Spacemove(var/check_drift = 0)

View File

@@ -88,9 +88,19 @@
hitsound_wall = 'sound/weapons/effects/searwall.ogg' hitsound_wall = 'sound/weapons/effects/searwall.ogg'
<<<<<<< HEAD
/* Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it. /* Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it.
Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and
the projectiles have an AoE component, where as backline hivebots do not. */ the projectiles have an AoE component, where as backline hivebots do not. */
||||||| parent of a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
// Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it.
// Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and \
// the projectiles have an AoE component, where as backline hivebots do not.
=======
// Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it.
// Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and
// the projectiles have an AoE component, where as backline hivebots do not.
>>>>>>> a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
/mob/living/simple_mob/mechanical/hivebot/ranged_damage/backline /mob/living/simple_mob/mechanical/hivebot/ranged_damage/backline
name = "backline hivebot" name = "backline hivebot"
desc = "A robot that can fire short-ranged projectiles over their allies." desc = "A robot that can fire short-ranged projectiles over their allies."

View File

@@ -426,6 +426,7 @@
user.visible_message("<span class='warning'>[user]'s hand slips, damaging [target]'s [affected.name] with \the [tool]!</span>", \ user.visible_message("<span class='warning'>[user]'s hand slips, damaging [target]'s [affected.name] with \the [tool]!</span>", \
"<span class='warning'>Your hand slips, damaging [target]'s [affected.name] with \the [tool]!</span>") "<span class='warning'>Your hand slips, damaging [target]'s [affected.name] with \the [tool]!</span>")
affected.createwound(BRUISE, 20) affected.createwound(BRUISE, 20)
<<<<<<< HEAD
////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////
// HEART SURGERY // // HEART SURGERY //
@@ -442,4 +443,24 @@
max_duration = 40 max_duration = 40
/datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) /datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.op_stage.ribcage == 2 */ return ..() && target.op_stage.ribcage == 2 */
||||||| parent of a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver
//////////////////////////////////////////////////////////////////
// HEART SURGERY //
//////////////////////////////////////////////////////////////////
// To be finished after some tests.
// /datum/surgery_step/ribcage/heart/cut
// allowed_tools = list(
// /obj/item/weapon/surgical/scalpel = 100, \
// /obj/item/weapon/material/knife = 75, \
// /obj/item/weapon/material/shard = 50, \
// )
// min_duration = 30
// max_duration = 40
// /datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
// return ..() && target.op_stage.ribcage == 2
=======
>>>>>>> a923324c11... Merge pull request #10083 from VOREStation/Arokha/langserver